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JoFlashStudios

Latest Posts

Page: 2 of 2
Posted in: Spawning effects?
 JoFlashStudios
05-02-2011, 10:25 PM
#10
Those extra parameters on DestroyObject() will ensure that the droid disappears immediately. Otherwise, you can get an annoying situation where there is an explosion, and then the driod stands there for half a moment after the explosion fades before...  [Read More]
Posted in: Spawning effects?
 JoFlashStudios
05-02-2011, 6:37 PM
#4
Can you give me the error text?...  [Read More]
Posted in: Spawning effects?
 JoFlashStudios
05-01-2011, 10:59 PM
#2
Given that you have already created the variable "droid" containing the droid object that is being destroyed, it would be something like this: ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GRENADE_FRAGMENTATION),...  [Read More]
Posted in: Nwnsscomp Output Issue
 JoFlashStudios
04-29-2011, 5:54 PM
#3
KotOR 1. Sorry I didn't specify....  [Read More]
Posted in: Nwnsscomp Output Issue
 JoFlashStudios
04-29-2011, 4:21 PM
#1
I'm having a problem with NWnsscomp, and I'm wondering if it's just me. What happens is this: Regardless if I'm using KotOR Tool or using NWnsscomp directly from the command line, for certain scripts, it claims that it has compiled without any error...  [Read More]
Posted in: Multi-purpose dialog script
 JoFlashStudios
04-26-2011, 4:27 PM
#5
Okay. Will those values persist over multiple script calls from different dialog nodes? If so, then I can have three different scripts that set the killtype value on the clone object, and then just one that actually does the grunt work. It wasn't hav...  [Read More]
Posted in: Multi-purpose dialog script
 JoFlashStudios
04-26-2011, 4:08 PM
#3
If it's in a dialog you can use the script a_local_set that comes with the game for this. Assign it to a Script slot of a dialog node and set the first parameter (P1) to the index of the LocalBoolean slot you wish to set. Are you sure this is compat...  [Read More]
Posted in: Multi-purpose dialog script
 JoFlashStudios
04-26-2011, 2:58 PM
#1
(KOTOR 1) I'm trying to write a script that will execute several actions whenever any of three dialog choices are made. My problem is that the script needs to perform slightly different tasks depending on which of the three dialog items was spoken. I...  [Read More]
Posted in: Apply effect after action is complete
 JoFlashStudios
04-26-2011, 1:12 PM
#3
Thanks for your reply Fallen Guardian. The issue with that method is that eventually I plan to change this script to make the clone run to someone other than the main character, and I can't know if it will take half a second or fifteen seconds to get...  [Read More]
Posted in: Apply effect after action is complete
 JoFlashStudios
04-25-2011, 10:59 PM
#1
I'm trying to figure out how to fire an effect (or several effects) after an action is complete. Specifically, I'm trying to get the character 'clone' to walk to the main character and explode. The issue I'm having is that I don't know how to delay/b...  [Read More]
Posted in: Kotor Tool Fails to open DLG files
 JoFlashStudios
04-24-2011, 9:12 AM
#3
That appears to be working fine. Thanks!...  [Read More]
Posted in: Kotor Tool Fails to open DLG files
 JoFlashStudios
04-24-2011, 3:45 AM
#1
I've got an issue with Kotor Tool and dlg files. The conversation editor comes up fine, and you can create and save a dlg just fine. However, when I try to open an existing dlg file, the tree view remains empty. Attempting to save the blank dialog ge...  [Read More]
Try the "soundset' property. You'll probably want to change it to "Player_Female_W" or "Player_Female_B"....  [Read More]
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